//> gl_GlobalInvocationID: uint3 {8, 8, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {8, 8, 0}
no source

//> point: float2 {0.533333, 0.533333}
//  gl_GlobalInvocationID: uint3 {8, 8, 0}
8. point = (vec3(gl_GlobalInvocationID) / vec3(gl_NumWorkGroups * gl_WorkGroupSize - 1)).xy;

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {8, 8, 0}
10. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
//  point: float2 {0.533333, 0.533333}
16. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
17. 	color.x = cos(color.y) * color.z;

//> color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
//  cos(): float {0.861117}
17. color.x = cos(color.y) * color.z;

//> Test1(): void
23. 	Test1( color );

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {8, 8, 0}
24. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

